#pragma header
uniform float u_time;
uniform vec2 u_size;
void main(void){
	#pragma body
	vec2 uv = openfl_TextureCoordv * vec2(8., 8.) * (u_size / openfl_TextureSize) / openfl_TextureSize;
	vec2 v = fract(vec2(uv.x, uv.y) + u_time);
	gl_FragColor = texture2D(openfl_Texture, v);
}